Flatbar Grind Rail

Christmas

Suggestions

  RSS feed from 1UP
1UP RSS feed
1UP's latest news feed - the #1 source for gaming news.


What If the Cost of Games Continued to Rise Since the '80s?
by Marty Sliva
22 May 2012 at 5:07pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the Cost of Games Continued to Rise Since the '80s? Cover Story: A sad look at a hobby that became too damn expensive.

December 12, 1985

You'll never guess what I got for my birthday! I woke up this morning, walked into the living room, and saw Dad playing Nintendo in front of the TV! He was having trouble with the first level of Mario, so I sat down and helped him jump over the pits until we got to the flagpole at the end. After that, we brought out the Zapper and played Duck Hunt until dinner time. Mom got kinda mad at Dad for buying something so expensive, but he told her that my birthday only comes once a year.



What If the 1993 Video Game Violence Hearings Resulted in Government Censorship?
by 1UP Staff
22 May 2012 at 3:30pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If the 1993 Video Game Violence Hearings Resulted in Government Censorship? Cover Story: Peer into a dark and twisted present we'll (thankfully) never know.

I

n late 1993, state senators and certified oldsters Joseph Lieberman and Herb Khol got a whiff of this whole "video games" thing and decided to use their unholy powers to investigate the issue. While our friends in Germany and Australia often find amazing games banned outright or plagued with hilariously conspicuous censorship, we Americans escaped with a barely perceptible slap on the wrists thanks to the efforts of testifying industry vets who actually knew the subject at hand. But one can only wonder what the '90s gaming landscape (and beyond) would have looked like if the iron fist of government oppression punched the living daylights out of our beloved hobby...



Book Review: Exploring Video Gaming's Near-Death with "1983"
by Jeremy Parish
22 May 2012 at 2:18pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

Book Review: Exploring Video Gaming's Near-Death with "1983" Cover Story: Thirty years ago, video games almost died. We examine the possibilities.

W

ith his latest book, 1983, game journalist and historian Chris Kohler has chosen to take a slightly different tack then he employed for his massive treatise Power Up: How America Gave Video Games an Extra Life a few years back. Rather than approaching the topic of video games from a wide-ranging, all-inclusive perspective, Kohler instead drills down here into a single crucial moment in time for the young medium: The near-crash of the industry in year 1983.

Despite the Orwellian overtones of the title Kohler has selected for his work, there's nothing ominous about the story contained herein -- perhaps, except, the idea that video gaming could have been snuffed out entirely a mere decade after Pong's debut. A combination of gold-rush greed, incompetence, and '80s corporate culture nearly suffocated the fledging entertainment medium just as it was hitting its stride. The Warner corporation's eagerness to cash in on their purchase of Atari, combined with the influx of low-quality, externally developed 2600 games after Activision broke away to become the first third-party developer, nearly buried the industry beneath a deluge of self-cannibalizing mediocrity.



Breaking the Illusion: Not Playing by the Rules
by Chris Pereira
21 May 2012 at 7:07pm

I like to play games in what I imagine is an unusual manner, or at least I thought this to be the case until 1UP members revealed they share some of my habits. One of these things, my propensity for systematically exploring an area before moving on, has reared its head in particularly noticeable fashion as I make my way through Max Payne 3. Playing in this way was clearly something the game's designers accounted for, as evidenced by the collectables scattered throughout, and yet it feels almost as if I'm being punished for deciding to be a completionist.

My process for approaching each area in Max Payne 3 follows the same pattern, only being altered if I'm low on health and out of painkillers (health packs in Max Payne's world). I kill everyone and then proceed to sweep over the entire room, seeking out any hidden spots or areas which do not appear to lead to the next area. As I make my way from one combat area to the next, I'm mindful of my surroundings and am sure to double back to check behind staircases and to see which doors can be opened. I do this all while searching for golden gun components, painkillers, and clues which can be examined. The latter can fill in the backstory but is hardly needed to get the gist of the narrative. I'm able to comfortably do this because there is no ticking clock, even if what Max is doing at any given time suggests there should be, and because enemies come in limited numbers and only in certain areas.



What If?: Gaming's Alternate Realities
by 1UP Staff
21 May 2012 at 6:27pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If?: Gaming's Alternate Realities 1UP explores what might have happened had video game history gone differently.

People love to look back at the past and ask, "What if things had gone differently?" Navel-gazing at history spans cultures and races. Whether it's author Harry Turtledove making a fortune by contemplating how differently the American Civil War would have gone if someone had time-traveled to give the Confederate Army machine guns, or the manga Konpeki No Kantai in which the Japanese navy beats up America in World War II before teaming up to kill Hitler, second-guessing ourselves seems to be human nature.

Maybe it's the competitive nature of the medium, but video gamers seem especially fond of revisiting the past and wondering about alternate outcomes. As the Three Fates in the image above suggest, games have woven a rich and complex tapestry in their mere half-century of existence -- a tapestry whose design and nature could have changed radically had things turned out differently.



What If Video Games Never Came Home?
by 1UP Staff
21 May 2012 at 6:25pm

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What if Video Games Never Came Home? Cover Story: A chilling glimpse into a world where the arcade still rules supreme.

1

UP's cover story this week revolves around the question, "What if?" In keeping with that theme, we'd like to offer this glimpse into one of many alternate realities of video gaming: A world where video games never came home. A world where the arcade still dominates gaming. How would a site like 1UP be different in such a place? We talk to our mirror universe counterparts about the state of gaming and their thoughts on the medium.




What If Third-Party Development Didn't Exist?
by Nadia Oxford
21 May 2012 at 6:24pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Third-Party Development Didn't Exist? Cover Story: How Activision's 1982 win in court changed the industry.

L

et's be honest, when we think about Activision-Blizzard as a company, at least a few of us get a mental image of a dark overlord with hooked fingers looming over a burning landscape. This image is usually accompanied by a deep-voiced demand for sacrificial virgins. Given Activision-Blizzard's status as The Biggest Thing That Has Ever Existed in Gaming, it's easy to forget that prehistoric Activision fought for the right to develop third-party games on the Atari 2600 -- a battle that it eventually won in court.

Activision's victory essentially made it possible for third-party game designers to ply their trade on home game consoles.

Activision's drive for justice wasn't exclusively about being paid its deserved royalties, either. During the 2600 era, Atari had a nasty habit of not crediting its game developers (or even letting developers bring attention to themselves, which convinced Adventure developer Warren Robinett to bury his name in the game, possibly creating the first digital Easter Egg). When Activision won the right to make its own games for the 2600 in 1982, credit was no longer a problem.



What If Square Never Left Nintendo?
by 1UP Staff
21 May 2012 at 6:22pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Square Never Left Nintendo? Cover Story: We look at how the RPG powerhouse would've fared without the PlayStation.

F

or RPG fans of the early 1990s, Square practically had their own branch on the Nintendo family tree. This held especially true on the Super NES, where Square came into its own with Final Fantasy IV and VI, Secret of Mana, Chrono Trigger, and wealth of Japan-only releases that loomed just out of reach for Americans. By the end of 1995, the union seemed solid. Nintendo's long-awaited Nintendo 64 system was on its way, and would be home to Square's next Final Fantasy.

There seemed no reason to worry until the spring of 1996, when those same RPG fans opened game magazines and learned that Final Fantasy VII wouldn't release in the form of a Nintendo 64 cartridge. It was now headed for the Sony PlayStation, as with every other game Square planned to make for the latest generation of consoles. By the end of the year, Square sewed up a publishing agreement with Sony, and their first PlayStation release, the fighter Tobal No. 1, sat on store shelves. It came as quite a surprise to players who'd effectively grown up with RPGs on Nintendo systems.

Final Fantasy VII didn't just amount to a critical PlayStation success; it was also instrumental in establishing the Japanese RPG in North America's mainstream game industry.



What If Steam Hadn't Recovered From Its Shaky Launch?
by 1UP Staff
21 May 2012 at 6:21pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Steam Hadn't Recovered From Its Shaky Launch? Cover Story: Without Steam in a central role, the last decade of PC gaming would have been remarkably different.

W

hen Steam first appeared in 2002, its success was far from a sure thing. Bugs and network problems outnumbered the available games on Valve's digital distribution platform by a wide margin. Users who disliked having to launch an extra application before playing their games doubted the necessity of the program itself. It took years for Steam's library to grow, for Valve to smooth over the rough spots, and for the public to embrace the concept of digital distribution. Today, Steam is synonymous with PC gaming, putting Valve in a unique position from which they can influence the industry in a number of ways.

What if the initial stumble had resulted in a full-on faceplant? How far would the ripples of that failure have spread? I don't claim to know exactly how things would have played out differently, but a lifetime of regret and PC gaming -- which occasionally go hand in hand -- has sharpened my hindsight enough to make a few educated guesses.



What If Star Wars Had Been a Flop in 1977?
by Kat Bailey
21 May 2012 at 6:19pm

Feature

Share it: Tweet window.fbAsyncInit = function() { FB.init({appId: '112522758785466', status: true, cookie: true, xfbml: true}); }; (function() { var e = document.createElement('script'); e.async = true; e.src = document.location.protocol + '//connect.facebook.net/en_US/all.js'; document.getElementById('fb-root').appendChild(e); }());

1UP COVER STORY

1UP COVER STORY | WEEK OF MAY 21 | WHAT IF?

What If Star Wars Had Been a Flop in 1977? Cover Story: How the gaming galaxy would've been different without a few good Jedi.

I

magine that Star Wars had been a flop at the box office. Maybe George Lucas was allowed to release his original edit, or maybe word just never got out. Regardless, while it's not a disaster on par with Heaven's Gate--which brought down a whole studio--it's still pretty bad. It might survive as a cult film, and possibly even merit a reboot, but its influence is gone.

Now imagine the failure of Star Wars as one gigantic shock wave running through the video game industry. Genres, studios, even basics concepts vanish as it goes along. Now you see that, while the industry would (obviously) still exist without Star Wars, it would be very different indeed.





Flatbar Grind Rail

Case Study (Centerless Grinding) {Coated}

Theory of Operation

What is Centerless Grinding?:
There are three basic methods for cylindrical grinding and finishing: centerless grinding, centered grinding, and planetary grinding. The most widely used technique is the centerlessmethod. Centerless grinding is defined as the dimensioning and /or finishing of the outside diameter (OD)of a cylindrical part which is supported on a work rest blade and rotated by a regulating (or feed)head. The abrasive belt direction is downward, against the work piece, giving the tendency topush the work piece into the regulating head, which in turn, forces the work piece into theabrasive belt. Also, the regulating head is set at a slight angle to that of the contact wheel, so asthe work piece rotates, it is made to transverse through the machine. This combination generateshigh unit grinding pressures making centerless grinding a very efficient method of utilizingcoated abrasive belts. This is in contrast to centered grinding where the parts are mounted "on -centers" within a lathe and then finished with a tool post mounted grinder. Within cylindricalgrinding in general, there are three categories of abrasive operations. They are grinding /dimensioning, finishing / blending and polishing. These can be done in either wet or dryenvironments and on single or multiple head machines. The three basic elements of a centerless grinder include the regulating head, the work restsupport, and the grinding head. Figure 1 shows the basic parts of a typical centerless grinder.Centerless machines come in various sizes and configurations but all operate on the sameprinciples. The work pieces are constrained as they travel through the machine by special stops, adjacent work pieces, and by the friction of the regulating head. This makes the operationcompliant to both long and short cylindrical parts.





Grinding Head

The abrasive grinding head can be either of two configurations, slack-of-belt or contact wheelsupported, as illustrated in the following diagram. With slack-of-belt processing, it is a low tomedium pressure OD finishing operation where the abrasive belt is held by idler and drivewheels and is semi-wrapped around the part being processed. The abrasive is not supported fromthe backside. The method is primarily considered a surface leveling and finish refinementprocess.With the second configuration, the abrasive belt is supported by a contact wheel. The selectionof contact wheel and abrasive to match the grinding parameters required for a specific operationis very critical. Dimensioning / stock removal generally requires a harder (~90A Dur.), serratedrubber contact wheel, and coarse grade 3M Cubitron abrasives, while, blending / finishinggenerally requires the use of a softer (60 - 90A Dur.), smooth faced contact wheel and 3MTrizact abrasives.

Regulating Head

The regulating head rotates the cylindrical work piece at a constant speed and controls thethrough-feed rate of the work piece past the abrasive belt. It should be noted that the abrasivebelt runs at a much higher speed than the regulating head. There are two common configurationsfor the regulating head. It can consist of either wheel or a belt (leather, rubber or abrasive)running against a steel platen. With both configurations, the head must rotate upward which is inthe opposite the direction of the abrasive belt.The regulating head can also be of a floating (constant pressure) or fixed (dimensioning) positiondesign. Examples of a constant pressure design would include Hammond, Loeser and Ran Brightcenterless finishers. In this configuration, the regulating head maintains a constant pressure ofthe work piece against the abrasive head, removing stock and refining the surface finish, but notcorrecting for work piece concentricity or out-of-roundness. It will simply follow the partsoriginal geometry. With a dimensioning design, such as an ACME 910 or 1212, the regulatinghead is actually positioned in order to remove a set amount of stock off the OD of the part beingprocessed. It will correct for part geometry (roundness / concentricity) as well as refine the finishof the parts surface.Surface speed, helix angle and horizontal angle govern the operation of the regulating head.Each is adjustable to fit the specific operation. The helix angle is the angle of the head in thevertical plane parallel to the centerline of the work piece. The actual through-speed isdetermined as a function of the helix angle and the regulating head rotational speed. In general, by decreasing the helix angle and increasing the regulating head speed, better surface finish, dimensioning capability, and through-feed of work pieces can be obtained. The horizontal angleis the sideways adjustment of the regulating head in the horizontal plane to provide for evenpressure across the entire face of the abrasive belt. This insures for uniform cut and evenabrasive belt wear. This feature also gives the constant pressure, floating head, machines theability to finish tapered parts such as golf club shafts. Dimensioning machines do not have thisability. They are designed strictly for straight shaft parts.

Work Rest

The purpose of the work rest is threefold: (1) to provide firm support of the part, (2) to properlyposition the work piece height, and (3) to align the part with the equipment as it traversesthrough the machine past the abrasive belt. The work rest blade supports the work between theregulating and the grinding heads. It is adjustable in order to raise or lower the center of the partin relation to the centerline between the contact wheel and the regulating wheel. Generally, thedistance between the work rest and the grinding head should be no more than one-third of thepart diameter to be finished. Also, the centerline of the work piece should be no more than 1/8"above or below the centerline of the regulating/grinding heads. For recommended set upparameters on a specific machine, always consult the operating manual supplied with theequipment or contact the machine builder. Of the three components, it plays the largest role inthe proper alignment of the work piece with the equipment. Most centerless grinding problems(barber poling, etc.) can be traced to poor alignment. Work rests can be made from variousmaterials including tungsten carbide, amcon bronze, UHMW plastic, leather, etc. The materialused is dependant on the centerless operation being performed.

General Recommended Centerless Equipment Parameters

Parameter Recommendation NotesAbrasive Speed: 6000 - 7000 SFPMRegulating Wheel Speed: 100 - 200 SFPMReg. Wheel Helix Angle: 3 - 5 DegreesPart Through Put Speed: 10 - 20 FPM We have run up to 60 FPM.Lubricant: 5% synthetic, semi-synthetic or water miscible oilPressure / Motor Load Light to Medium 10 - 20% over motor idle drawContact Wheels Aggressive Stock Removal: 90A Dur. Serrated Rubber (Should notbe used with 953FA)Dimensioning / Blending: 90A Dur. Smooth Faced RubberFine Finishing / Polishing: 60 - 70A Dur. Smooth Faced Rubber

Industry Applications

What Type of Industries Utilize Centerless Grinding?:Hydraulic Bar StockElevator Shaft ManufacturingConstruction EquipmentAgricultural EquipmentBathroom and Bus Grab RailsAutomotive Components - i.e. Shock Absorbers, Engine Valves, Piston Pins, etc.Appliances - i.e. Washing Machine Agitator ShaftsElectric Motor Components - i.e. Stator Cleaning, Rotor DimensioningNuclear Fuel Rods and TubesSports Equipment - i.e. Baseball Bats, Fishing Rods, Golf Club ShaftsTruck exhausts, motor vehicle exhausts, motorcycle exhausts, engine exhaustsAnd Many More!

What Type of Materials Will Be Involved?:

Mild and Hardened Carbon Steel Stainless Steel: Brass Aluminum Titanium* Zirconium / Zircalloy* Ceramics** Composites** Glass* Acrylic Many More
[[ct]]: Flatbar Grind Rail

grind rail tricks

30 Dec 2009 at 1:47pm


Ripstik Video 58

27 Dec 2010 at 2:20am


christmas montage (Element Flat Bar)

25 Dec 2009 at 5:12pm



Next page: Canon Ef 300mm F4 0l Is Usm


Flatbar Grind Rail News


Local artist puts vibrant wagging tongues, wet snouts to canvas - Bay News 9

20 May 2012 at 11:05pm  What began two years ago as a friend asking a friend to paint a family pet for a Christmas gift turned into a small custom pet ... especially as a small business person," she said. "I like the idea of things that involve local community ...

Read more...


Brand your organization with corporate gift baskets and Christmas gift basket...

20 May 2012 at 5:57pm  If there are, then go and see what people are saying about the website. You will have an idea about the quality of their corporate gift baskets and Christmas gift baskets, the time taken to deliver and the quality of customer service. As far as branding ...

Read more...


Motorcycle Riders Gift Purchasing Guide - 1UP.COM

19 May 2012 at 3:04am  Do you have a motorcyclist in your family? Questioning what to get them this year for Christmas? This is a gift acquiring guide with some tips for you. Gear is usually a good idea. Just like clothes, I do not think you could ever have enough apparel.

Read more...


Promotional Corporate Gift Basket Ideas - 1UP.COM

15 May 2012 at 1:24pm  Never offer gifts within a bidding process, even if Christmas or some other holiday is near. They are often seen as bribes. Usually, gifts should never be given to a business if the business is still in negotiations along with you over an offer or contract.

Read more...